









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Reworked Higher Racials 1.5.2Reworks the Higher racial tree. Gift of the Highborn: For the next 10 turns, heal whenever you use a talent, based on its cost. Overseer of Nations: Unchanged, except for removing the Sight Radius increase. Tended to make playing just more awkward in regards to autoexplore and range 10 talents. Born into Magic: Passively convert some of your Willpower into Magic. At higher Talent Levels, increase the effect of Magic on your spellsave. Highborn's Bloom: Gain increased Max Life, Heal Mod %, and Life Regen. Greatly scales with Willpower. Items Vault 1.5.0Donators/Buyers bonus! Exponential Leveling 1.4.8Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. More Experience with High(er) Level Enemy 1.5.5If your level is lower than the target's, you will get more experience. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Auto-use inscriptions when saturated 1.5.5Removes the check from inscription code that causes all inscriptions to only auto-use when a saturation effect is not present. This does not effect the mechanic of saturation, and therefore setting them to auto-use in too many cases can cause high levels of saturation. Use sparingly. Possessor Bonus Class 1.5.4Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Nightmare Exploration |
Sex | Male |
Race | Higherr |
Class | Arcane Blade |
Level / Exp | 26 / 22% |
Size | medium |
Lifes / Deaths | Killed by Forest Troll Hedge-Wizard at level 2 on the 76th Pyre 122nd year of Ascendancy at 08:28 / 22Killed by Forest Troll Hedge-Wizard at level 2 on the 76th Pyre 122nd year of Ascendancy at 08:51 Killed by Forest Troll Hedge-Wizard at level 2 on the 76th Pyre 122nd year of Ascendancy at 09:09 Killed by naga myrmidon at level 10 on the 8th Mirth 122nd year of Ascendancy at 08:48 Killed by naga myrmidon at level 10 on the 8th Mirth 122nd year of Ascendancy at 09:15 Killed by Imdin the shalore at level 12 on the 1st Flare 122nd year of Ascendancy at 04:02 Killed by cold drake hatchling at level 14 on the 2nd Flare 122nd year of Ascendancy at 23:43 Killed by cold drake hatchling at level 15 on the 3rd Flare 122nd year of Ascendancy at 12:12 Killed by cold drake at level 15 on the 3rd Flare 122nd year of Ascendancy at 12:33 Killed by Ce'Noretha the cold drake at level 15 on the 3rd Flare 122nd year of Ascendancy at 14:19 Killed by Ce'Noretha the cold drake at level 15 on the 3rd Flare 122nd year of Ascendancy at 14:28 Killed by Ce'Noretha the cold drake at level 15 on the 3rd Flare 122nd year of Ascendancy at 14:37 Killed by Weirdling Beast at level 18 on the 6th Flare 122nd year of Ascendancy at 01:48 Killed by Weirdling Beast at level 18 on the 6th Flare 122nd year of Ascendancy at 02:32 Killed by Weirdling Beast at level 18 on the 6th Flare 122nd year of Ascendancy at 02:48 Killed by Ce'Nikira the gigantic corrosive tunneler at level 22 on the 9th Dusk 122nd year of Ascendancy at 19:47 Killed by Spelor the shalore at level 23 on the 11st Dusk 122nd year of Ascendancy at 18:29 Killed by Ellen the dwarf at level 23 on the 11st Dusk 122nd year of Ascendancy at 18:50 Killed by elven tempest at level 26 on the 16th Dusk 122nd year of Ascendancy at 07:14 Killed by mean looking elven guard at level 26 on the 16th Dusk 122nd year of Ascendancy at 07:28 Killed by elven corruptor at level 26 on the 16th Dusk 122nd year of Ascendancy at 07:47 Killed by POWER at level 26 on the 16th Dusk 122nd year of Ascendancy at 07:50 |
Primary Stats
Strength | 65 (base 57) |
Dexterity | 67 (base 57) |
Constitution | 34 (base 32) |
Magic | 106.98 (base 57) |
Willpower | 66 (base 57) |
Cunning | 45 (base 40) |
Resources
Life | 1254/1254 |
Mana | 655/655 |
Stamina | 415/415 |
Healing Factor | 1.2764705882353 |
Regeneration | 7.3652352941174 |
Speed
Mental | +16.9% |
Attack | +16.9% |
Movement | -41.833333333333% |
Spell | +16.9% |
Global | +113.45% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 8 |
See Stealth | 33.445470868967 |
See Invisible | 41.445470868967 |
Offense: Mainhand
Damage | 137 |
Accuracy | 40 |
Crit Chance | 39% |
APR | 6 |
Speed | 0.86 |
Offense: Spell
Spellpower | 85 |
Crit Chance | 33% |
Speed | 0.85543199315654 |
Offense: Mind
Mindpower | 61 |
Crit Chance | 28% |
Speed | 0.85543199315654 |
Offense: Damage Bonus
Lightning | +69% |
Light | +10% |
Acid | +19% |
Blight | +7% |
Physical | +5% |
Cold | +4% |
All | 0% |
Offense: Damage Penetration
Acid | +20% |
Lightning | +15% |
Defense: Base
Armour (hardiness) | 51.066050405667 (91.629213483146%) |
Defense | 33 |
Ranged Defense | 41 |
Fatigue | 21 |
Physical Save | 37 |
Spell Save | 67 |
Mental Save | 29 |
Defense: Resistances
Acid | + 23%( 70%) |
Blight | + 16%( 70%) |
Arcane | + 12%( 70%) |
Cold | + 22%( 70%) |
All | + 7%( 70%) |
Lightning | + 70%( 70%) |
Light | + 35%( 70%) |
Mind | + 13%( 70%) |
Physical | + 16%( 70%) |
Fire | + 14%( 70%) |
Nature | + 13%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Pinning Resistance | 10% |
Disarm Resistance | 5% |
Instadeath Resistance | 100% |
Blind Resistance | 70% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Spell (86% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1012% for 10 turns and instantly restoring 51 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Magical combat | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Earth | 1.40 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Cunning / Dirty fighting | 1.20 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Air | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Stone | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Conveyance | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Cunning / Survival | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Celestial / Chants | 0.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Higherr | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Staff combat | 1.40 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.10 |
| 2/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Magic by +1. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 84. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
On feet | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +4 (+0 eff.) Armour: +3 Defense: +9 (+4 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +3% Changes stats: +5 Mag / +2 Con Changes resistances: +4% physical Changes resistances penetration: +20% acid Changes damage: +19% acid / +7% blight Disease immunity: +29% Only die when reaching: -60.00 life Spellpower: +6 (+1 eff.) A pair of boots made of leather. |
Light source | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (123 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 8 lightning Changes stats: +5 Wil Changes resistances: +9% blight / +12% lightning Changes damage: +27% lightning Physical save: +9 (+4 eff.) A pointy cloth hat, very wizardly... |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+2 eff.) Rings can have magical properties. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +4 Fatigue: -4% Changes stats: +2 Str / +2 Mag / +1 Cun Changes resistances: +3% nature / +5% arcane Infravision radius: +1 Rings can have magical properties. |
Around waist | ![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 16 lightning Changes resistances: +8% acid / +7% fire / +7% cold / +22% lightning Changes resistances penetration: +15% lightning Changes damage: +12% lightning A belt that goes around your waist. |
In main hand | ![]() Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 mind When wielded/worn: Physical crit. chance: +7.0% Damage (Melee): 15 fire Changes stats: +3 Wil / +3 Mag Changes resistances: +6% mind Changes damage: +30% lightning Talent granted: +1 Command Staff Critical mult.: +52.00% Spell save: +10 (+3 eff.) Disarm immunity: +5% Pinning immunity: +10% Maximum mana: +25.00 Spellpower: +24 (+5 eff.) Spell crit. chance: +5% See invisible: +8 Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +9 Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage (Melee): 13 cold Changes stats: +5 Str / +5 Dex / +4 Cun Changes resistances: +9% cold / +3% nature / +1% physical Changes damage: +4% cold Talent cooldown: Double Strike (-1 turn) Physical save: +12 (+5 eff.) Blindness immunity: +15% Life regen: +2.80 Stamina each turn: +0.80 Psi each turn: +0.25 Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +13 Defense: +13 (+6 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +22% Changes resistances: +19% lightning / +9% acid Blindness immunity: +10% A suit of armour made of metal plates. |
Cloak | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+1 eff.) It can be used to activate talent Stone Wall (costing 60 power out of 60/60) : Effective talent level: 1.4 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 8 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 160.68 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Dex Changes resistances: +15% lightning Stun/Freeze immunity: +20% Amulets can have magical properties. |
Inventory
![]() pulsing mindstar of balance (13-14.3 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical save: +6 (+3 eff.) Spell save: +5 (+2 eff.) Mental save: +6 (+3 eff.) Equilibrium when hit: +1.30 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
![]() spiked reinforced leather armour (4 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 11 physical A suit of armour made of leather. |
![]() stralite plate armour of stability (7 def, 13 armour) Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+3 eff.) Fatigue: +26% Changes resistances: +6% physical Physical save: +21 (+8 eff.) A suit of armour made of metal plates. |
![]() Powered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
![]() Infused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Achievements
By POWER the Higherr Arcane Blade level 20
4th Dusk 122nd year of Ascendancy at 17:09 see stats
By POWER the Higherr Arcane Blade level 19
6th Flare 122nd year of Ascendancy at 03:44 see stats
By POWER the Higherr Arcane Blade level 10
5th Mirth 122nd year of Ascendancy at 22:51 see stats
By POWER the Higherr Arcane Blade level 20
4th Dusk 122nd year of Ascendancy at 04:31 see stats
By POWER the Higherr Arcane Blade level 14
3rd Flare 122nd year of Ascendancy at 03:52 see stats
By POWER the Higherr Arcane Blade level 7
78th Pyre 122nd year of Ascendancy at 20:49 see stats
By POWER the Higherr Arcane Blade level 7
1st Mirth 122nd year of Ascendancy at 21:17 see stats
By POWER the Higherr Arcane Blade level 13
2nd Flare 122nd year of Ascendancy at 06:10 see stats
By POWER the Higherr Arcane Blade level 13
1st Flare 122nd year of Ascendancy at 19:32 see stats
Log
POWER casts Lightning.
POWER's spell attains critical power!
POWER hits Elven elite warrior for 1186 lightning damage.
POWER killed Elven elite warrior!
Elven cultist casts Drain.
Elven cultist's spell attains critical power!
A part of elven corruptor's bone shield regenerates.
Elven corruptor casts Bone Spear.
POWER starts to bleed.
A part of elven corruptor's bone shield regenerates.
Elven corruptor casts Bone Spear.
Elven corruptor's spell attains critical power!
Elven corruptor hits POWER for 242 physical damage.
Elven corruptor hits POWER for 145 physical damage.
POWER the level 26 higherr arcane blade was maimed to death by an elven corruptor on level 1 of Dark crypt.
POWER is free from the weakness disease.
POWER stops surging mana.
POWER deactivates Arcane Feed.
POWER deactivates Shock Hands.
POWER aims less carefully.
POWER stops bleeding.
POWER deactivates Arcane Combat.
POWER deactivates Shielding.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Elven corruptor killed POWER!
Saving done.
Saving game...